<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="de">
		<id>http://de.evo-art.org/index.php?action=history&amp;feed=atom&amp;title=Procedural_3D_Texture_Synthesis_Using_Genetic_Programming</id>
		<title>Procedural 3D Texture Synthesis Using Genetic Programming - Versionsgeschichte</title>
		<link rel="self" type="application/atom+xml" href="http://de.evo-art.org/index.php?action=history&amp;feed=atom&amp;title=Procedural_3D_Texture_Synthesis_Using_Genetic_Programming"/>
		<link rel="alternate" type="text/html" href="http://de.evo-art.org/index.php?title=Procedural_3D_Texture_Synthesis_Using_Genetic_Programming&amp;action=history"/>
		<updated>2026-04-13T16:42:15Z</updated>
		<subtitle>Versionsgeschichte dieser Seite in de_evolutionary_art_org</subtitle>
		<generator>MediaWiki 1.27.4</generator>

	<entry>
		<id>http://de.evo-art.org/index.php?title=Procedural_3D_Texture_Synthesis_Using_Genetic_Programming&amp;diff=3353&amp;oldid=prev</id>
		<title>Gbachelier am 14. Januar 2015 um 13:27 Uhr</title>
		<link rel="alternate" type="text/html" href="http://de.evo-art.org/index.php?title=Procedural_3D_Texture_Synthesis_Using_Genetic_Programming&amp;diff=3353&amp;oldid=prev"/>
				<updated>2015-01-14T13:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&#039;diff-marker&#039; /&gt;
				&lt;col class=&#039;diff-content&#039; /&gt;
				&lt;col class=&#039;diff-marker&#039; /&gt;
				&lt;col class=&#039;diff-content&#039; /&gt;
				&lt;tr style=&#039;vertical-align: top;&#039; lang=&#039;de&#039;&gt;
				&lt;td colspan=&#039;2&#039; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&#039;2&#039; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Version vom 14. Januar 2015, 13:27 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Reference ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Reference ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hewgill&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, A&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;Ross&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, B. (2004). &lt;/del&gt;Procedural 3D Texture Synthesis Using Genetic Programming. Computers and Graphics, 28&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(&lt;/del&gt;4&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;): 569–584&lt;/del&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A. &lt;/ins&gt;Hewgill &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and [[Brian J&lt;/ins&gt;. Ross&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]: [[&lt;/ins&gt;Procedural 3D Texture Synthesis Using Genetic Programming&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;. Computers and Graphics &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Journal&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;vol.&lt;/ins&gt;28&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, n.&lt;/ins&gt;4&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, 2004, pp.569-584&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== DOI ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== DOI ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Gbachelier</name></author>	</entry>

	<entry>
		<id>http://de.evo-art.org/index.php?title=Procedural_3D_Texture_Synthesis_Using_Genetic_Programming&amp;diff=1243&amp;oldid=prev</id>
		<title>Gbachelier: Die Seite wurde neu angelegt: „  == Reference == Hewgill, A., Ross, B. (2004). Procedural 3D Texture Synthesis Using Genetic Programming. Computers and Graphics, 28(4): 569–584.   == DOI =…“</title>
		<link rel="alternate" type="text/html" href="http://de.evo-art.org/index.php?title=Procedural_3D_Texture_Synthesis_Using_Genetic_Programming&amp;diff=1243&amp;oldid=prev"/>
				<updated>2014-11-13T10:24:17Z</updated>
		
		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „  == Reference == Hewgill, A., Ross, B. (2004). Procedural 3D Texture Synthesis Using Genetic Programming. Computers and Graphics, 28(4): 569–584.   == DOI =…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
Hewgill, A., Ross, B. (2004). Procedural 3D Texture Synthesis Using Genetic Programming. Computers and Graphics, 28(4): 569–584. &lt;br /&gt;
&lt;br /&gt;
== DOI ==&lt;br /&gt;
http://dx.doi.org/10.1016/j.cag.2004.04.012&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
The automatic synthesis of procedural textures for 3D surfaces using genetic programming is investigated. Genetic algorithms employ a search strategy inspired by Darwinian natural evolution. Genetic programming uses genetic algorithms on tree structures, which are interpretable as computer programs or mathematical formulae. We define a texture generation language in the genetic programming system, which is then used to evolve textures having particular characteristics of interest. The texture generation language used here includes operators useful for texture creation, for example, mathematical operators, colour functions and noise functions. In order to be practical for 3D model rendering, the language includes primitives that access surface information for the point being rendered, such as coordinates values, normal vectors, and surface gradients. A variety of experiments successfully generated procedural textures that displayed visual characteristics similar to the target textures used during training.&lt;br /&gt;
&lt;br /&gt;
== Extended Abstract ==&lt;br /&gt;
&lt;br /&gt;
== Bibtex == &lt;br /&gt;
&lt;br /&gt;
== Used References ==&lt;br /&gt;
[1] S. Baluja, D. Pomerleau, and T. Jochem. Towards Automated Artificial&lt;br /&gt;
Evolution for Computer-generated Images. Connection Science, 6(2/3):325–&lt;br /&gt;
354, 1994.&lt;br /&gt;
&lt;br /&gt;
[2] P. Bentley. Evolutionary Design by Computers. Morgan Kaufmann, 1999.&lt;br /&gt;
&lt;br /&gt;
[3] P. Bentley and D.W. Corne. Creative Evolutionary Systems. Morgan Kaufmann,&lt;br /&gt;
2002.&lt;br /&gt;
&lt;br /&gt;
[4] A. Dorin. Aesthetic Fitness and Artificial Evolution for the Selection of Imagery&lt;br /&gt;
fgrom the Mythical Infinite Library. In Advances in Artificial Life – Proc. 6th&lt;br /&gt;
European Conference on Artificial Life. Springer-Verlag, 2001.&lt;br /&gt;
&lt;br /&gt;
[5] D.S. Ebert, F.K. Musgrave, D. Peachey, K. Perlin, and S. Worley. Texturing&lt;br /&gt;
and Modeling: a Procedural Approach. Academic Press, 2 edition, 1998.&lt;br /&gt;
&lt;br /&gt;
[6] R. Gatarski. Evolutionary Banners: An Experiment With Automated Advertising Design. In Proc. COTIM-99, 1999.&lt;br /&gt;
&lt;br /&gt;
[7] J. Graf and W. Banzhaf. Interactive Evolution of Images. In Proc. Intl. Conf.&lt;br /&gt;
on Evolutionary Programming, pages 53–65, 1995.&lt;br /&gt;
[8] J.I. Hemert and A.E. Eiben. Mondrian Art by Evolution. In Proc. Dutch/Belgian Conf. on Artificial Intelligence (BNAIC ’99), 1999.&lt;br /&gt;
&lt;br /&gt;
[9] J.H. Holland. Adaptation in Natural and Artificial Systems. MIT Press, 1992.&lt;br /&gt;
&lt;br /&gt;
[10] A.E.M. Ibrahim. GenShade: an Evolutionary Approach to Automatic and&lt;br /&gt;
Interactive Procedural Texture Generation. PhD thesis, Texas A&amp;amp;M University,&lt;br /&gt;
December 1998.&lt;br /&gt;
&lt;br /&gt;
18[11] C. Jacob. Illustrating evolutionary computation with Mathematica. Morgan&lt;br /&gt;
Kaufmann, 2001.&lt;br /&gt;
&lt;br /&gt;
[12] J.R. Koza. Genetic Programming: On the Programming of Computers by Means&lt;br /&gt;
of Natural Selection. MIT Press, 1992.&lt;br /&gt;
&lt;br /&gt;
[13] B. Lange and M. Beyer. Rayvolution: An Evolutionary Ray Tracing Algorithm.&lt;br /&gt;
In G. Sakes, P.Shirley, and S. Muller, editors, Photorealistic Rendering&lt;br /&gt;
Techniques, pages 136–144. Springer-Verlag, 1995.&lt;br /&gt;
&lt;br /&gt;
[14] M. Lewis. Aesthetic Evolutionary Design with Data Flow Networks. In Proc.&lt;br /&gt;
Generative Art 2000, 2000.&lt;br /&gt;
&lt;br /&gt;
[15] P. Machado and A. Cardoso. All the Truth About NEvAr. Applied Intelligence,&lt;br /&gt;
16(2):101–118, 2002.&lt;br /&gt;
&lt;br /&gt;
[16] P. Machado, A. Dias, N. Duarte, and A. Cardoso. Giving Colour to Images. In&lt;br /&gt;
Proc. AISB 2002 Symposium on AI and Creativity in the Arts, 2002.&lt;br /&gt;
&lt;br /&gt;
[17] M. Mitchell. An Introduction to Genetic Algorithms. MIT Press, 1996.&lt;br /&gt;
&lt;br /&gt;
[18] D.J. Montana. Strongly Typed Genetic Programming. Evolutionary Computation, 3(2):199–230, 1995.&lt;br /&gt;
&lt;br /&gt;
[19] K. Perlin. An Image Synthesizer. Computer Graphics, 19(3), 1985.&lt;br /&gt;
&lt;br /&gt;
[20] R. Poli. Evolution of Graph-like Programs with Parallel Distributed Genetic&lt;br /&gt;
Programming. In Thomas Back, editor, Proc. 7th Intl. Conf. on Genetic&lt;br /&gt;
Algorithms, pages 346–353. Morgan Kaufmann, 1997.&lt;br /&gt;
&lt;br /&gt;
[21] S. Rooke. Eons of Genetically Evolved Algorithmic Images. In P.J. Bentley and&lt;br /&gt;
D.W. Corne, editors, Creative Evolutionary Systems, pages 330–365. Morgan&lt;br /&gt;
Kaufmann, 2002.&lt;br /&gt;
&lt;br /&gt;
[22] B.J. Ross and H. Zhu. Procedural Texture Evolution Using Multiobjective&lt;br /&gt;
Optimization. Technical Report CS-02-18, Brock University, Dept. of Computer&lt;br /&gt;
Science, July 2002.&lt;br /&gt;
&lt;br /&gt;
[23] A. Rowbottom. Evolutionary Art and Form. In P.J. Bentley, editor,&lt;br /&gt;
Evolutionary Design by Computers, pages 330–365. Morgan Kaufmann, 1999.&lt;br /&gt;
&lt;br /&gt;
[24] K. Sims. Interactive evolution of equations for procedural models. The Visual&lt;br /&gt;
Computer, 9:466–476, 1993.&lt;br /&gt;
&lt;br /&gt;
[25] K. Sims. Evolving Virtual Creatures. In SIGGRAPH 94, pages 15–22, 1994.&lt;br /&gt;
&lt;br /&gt;
[26] S. Todd and W. Latham. Evolutionary Art and Computers. Academic Press,&lt;br /&gt;
1992.&lt;br /&gt;
&lt;br /&gt;
[27] J. Ventrella. Explorations in the Emergence of Morphology and Locomotion&lt;br /&gt;
Behavior in Animated Characters. In R. Brooks and P. Maes, editors, Artificial&lt;br /&gt;
Life IV: Proceedings of the Fourth International Workshop on the Synthesis and&lt;br /&gt;
Simulation of Living Systems, pages 436–441. MIT Press, 1994.&lt;br /&gt;
&lt;br /&gt;
[28] J. Ventrella. Disney meets Darwin - the evolution of funny animated figures.&lt;br /&gt;
In Computer Animation 95, pages 35–43. IEEE Press, 1995.&lt;br /&gt;
&lt;br /&gt;
[29] A. Watt and M. Watt. Advanced Animation and Rendering Techniques: Theory&lt;br /&gt;
and Practice. ACM Press, 1992.&lt;br /&gt;
&lt;br /&gt;
[30] M. Whitelaw. Breeding Aesthetic Objects: Art and Artificial Evolution. In&lt;br /&gt;
P. Bentley and D.W. Corne, editors, Creative Evolutionary Systems, pages 129–&lt;br /&gt;
145. Morgan Kaufmann, 2002.&lt;br /&gt;
&lt;br /&gt;
[31] A.L. Wiens and B.J. Ross. Gentropy: Evolutionary 2D Texture Generation.&lt;br /&gt;
Computers and Graphics Journal, 26(1):75–88, February 2002.&lt;br /&gt;
&lt;br /&gt;
[32] D. Zongker and B. Punch. lil-gp 1.0 User’s Manual. Dept. of Computer Science,&lt;br /&gt;
Michigan State University, 1995.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
=== Full Text === &lt;br /&gt;
http://www.cosc.brocku.ca/~bross/research/gentropy_3d.pdf&lt;br /&gt;
&lt;br /&gt;
[[intern file]]&lt;br /&gt;
&lt;br /&gt;
=== Sonstige Links ===&lt;/div&gt;</summary>
		<author><name>Gbachelier</name></author>	</entry>

	</feed>